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How to deal with multiple shaders in one program?
As for usual executable, there is only one main entry point, which is defined by only one shader object. Just like compiling with any compilation tool-chain. The solution is the good balance between shader objects combinations and the number of shader programs.
What’s the best way to combine multiple programs?
To make multiple combinations, the easiest way is to store each major chunk as a fragment with a named entry point, then include them from another program or combine them at runtime into a single program, calling them in the order you need. That can get messy though, when handling input and outputs.
What is the hierarchy of a shader program?
The hierarchy of a shader is shader, technique, pass, program. Each pass contains vertex, fragment, geometry, and/or tessellation programs, and is contained by a technique (set of sequential passes creating a particular effect), which is contained by a shader. – ssube Aug 29 ’11 at 21:06
How do you use multiple shaders in GLSL?
The simple answer is you change them between each draw call. Set a shader, draw a teapot, set another shader, draw another teapot. For more complex stuff where you need to apply multiple shaders to just one object such as blur, glow and so on. You basically have everything rendered to texture(s).
How are shader objects bound in JavaScript?
You just bind one shader, render all the objects using that shader, then bind the next shader, render the objects using that one, etc. You can have as many shader objects (shaders loaded into memory and compiled) as you want; only one can be bound (active) at a time.
How do you change shaders between draw calls?
The simple answer is you change them between each draw call. Set a shader, draw a teapot, set another shader, draw another teapot. For more complex stuff where you need to apply multiple shaders to just one object such as blur, glow and so on.
How is a shader similar to a library?
The way this is sometimes used is that there is one (or multiple) shaders that contain a collection of generic functions, which only needs to be compiled once, and can then be used for multiple shader programs. This is comparable to a library of functions in general programming. You could call this, using unofficial terminology, a “library shader”.